Offense:
21

Defense:
0

Utility:
9

Introduction

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Hey guys I'm back with my second MOBAfire guide and this time it's on Ahri the Nine tailed Fox.

ANNOUNCEMENTS

I am in need of a banner replacing the one above in the itroduction. Full credits will be rewarded to the person that produces the best, PM me the link to the image and I'll message you back to confirm that I am using your banner.

News

15-12-2011 - Build created.

16-12-2011 - Build Published.

16-12-2011 - Second build created due to in-game uncertainties.

Credits

Special thanks to jhoijhoi for the line dividers/separators

Difference in Builds

Due to a comment by NyteMyre and CasterMaster I have created a second build and adjusted the first, due to the fact that the first build requires you to be fed which you might or might not be if you are fed I recommend using the first build if not use the second.

Items

: The Archangel's Staff gives you man and immense ability power and mana if you spam your abilities to max out it's passive of converting 3% of your maximum mana to ability power.

: Sorcerer's Shoes give you the amgic penetration you need if anyone dares to build magic resistance to try defy you and your awesomeness, and why not throw in some movement speed for ***** and gigs.

: The Hextech Gunblade give you not only 20% spell vamp but 70 ability power and a passive that slow and damages targets (Life steal and attack damage too but thats irelivant) making this a better choice than the Will of the Ancients.

: Morello's Evil Tome gives you 70 ability power and a passive of 20% CDR so you can drill more abilities into more enemies.

: Rylai's Crystal Scepter is a MUST giving you health, ability power and an amazing slow for ability damage to always keep them in danger.

: Rabadon's Deathcap 'nuff said.

Items Sequence

When you first go back you should have stayed out there long enough to afford both Tear of the Goddess and Boots of Speed to give you a healthy amount of mana and movement speed, in the build I don't upgrade to Sorcerer's Shoes to pretty late (around 20 minutes in, unless I've been fed resulting in quicker items) but more on that later.

Once you have around 2450+ gold you go back to buy your Hextech Revolver and Fiendish Codex for extra spell vamp complementing your passive, some more ability power and some mana regen to give you a little firepower.

You now finally upgrade our boots to Sorcerer's Shoes for that nice magic penetration and extra speed, the reason why I get these so late is because if you really are in a pickle you have your ulti which is a God sent and if necessary your Flash which should keep you alive if used right. And also build into a Hextech Gunblade for some synergy with our passive, a pinch of ability power and an active that, if used right, we restrict their ability to escape from you and your ultimate.

Abilities

*First of all, sorry for the icon, but as Ahri's passive name is similar to the same of Nasus's passive, I don't they have put the image for her passive here yet, it may be because she's relatively new but anyway.

PASSIVE: Ahri gains a charge of Soul Eater whenever one of her spells hits an enemy (max: 3 charges per spell). Upon reaching 9 charges, Ahri's next spell has 35% Spell Vamp.

ABILITY FOUR (R): Ahri dashes forward and fires essence bolts, damaging 3 nearby enemies (prioritizes champions) for 100 / 140 / 180 (+30% of ability power) magic damage per bolt. Spirit Rush can be cast up to three times before going on cooldown.

Skills

Ability Sequence

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

I find maxing Orb of Deception first maximises your farming potential for one, the best way I've seen to sustain your self with your passive, Soul Eater, hitting a full wave of minions for two. The reason I max this first rather than Fox Fires is because of the reasons above and it's ability for high harassment. To be honest who doesn't love true damage early on.

I then max out Fox-Fire next for some amazing damage in 1v1 fights and quick way to gain max stacks of your passive.

Summoner Spells

Summoner Spells

Flash: I choose Flash over Ghost because Flash synegizes with Ahri's ultimate much better than Ghost for both escape and attack.

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Ignite: I use ignite as both a finisher and a crippler against mass life steal such as Warwick and a passive such as Volibear's it denies their capability of full health back and only recieve a portion instead.

space

Exhaust: Exhaust can be taken instead of ignite so you can reduce their movement speed, item damage and attack damage.

*All of the listed summoner spells are just preference but highly recommended by me .

Summary

Summary

// Not much more to say really. Just sorry for any faults I may have made in my guide (I'm only 14 y.o so probably I made some grammatical errors) and if you think you have any tips to improve the guide (there is still lots of work to be done) just tell me. Also please, do not downvote without a comment on why you do not like the guide. I like constructive criticism, but not trolls/tossers.

And final shot-outs to; jhoijhoi thanks for your support in any shape or form